#!/usr/bin/python
# -*- coding: utf-8 -*-  
# 1 - Import library  
import pygame  
from pygame.locals import *  
import math  
import random  
# 2 - Initialize the game  
keys = [False, False, False, False]  
playerpos=[100,100]  
acc=[0,0]  
arrows=[]  
badtimer=100  
badtimer1=0  
badguys=[[640,100]]  
healthvalue=194  
pygame.init()  
width, height = 640, 480  
screen=pygame.display.set_mode((width, height))  
  
pygame.mixer.init()  
   
# 3 - Load images  
player = pygame.image.load("resources/images/dude.png")  
grass = pygame.image.load("resources/images/grass.png")  
castle = pygame.image.load("resources/images/castle.png")  
arrow = pygame.image.load("resources/images/bullet.png")  
badguyimg1 = pygame.image.load("resources/images/badguy.png")  
gameover = pygame.image.load("resources/images/gameover.png")  
youwin = pygame.image.load("resources/images/youwin.png")  
healthbar = pygame.image.load("resources/images/healthbar.png")  
health = pygame.image.load("resources/images/health.png")  
badguyimg=badguyimg1  
# 3.1 - Load audio  
hit = pygame.mixer.Sound("resources/audio/explode.wav")  
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")  
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")  
hit.set_volume(0.05)  
enemy.set_volume(0.05)  
shoot.set_volume(0.05)  
pygame.mixer.music.load('resources/audio/moonlight.wav')  
pygame.mixer.music.play(-1, 0.0)  
pygame.mixer.music.set_volume(0.25)  
# 4 - keep looping through  
running = 1  
exitcode = 0  
while running:  
badtimer = 1  
   # 5 - clear the screen before drawing it again  
   screen.fill(0)  
   # 6 - draw the screen elements  
     
   for x in range(width/grass.get_width()+1):  
       for y in range(height/grass.get_height()+1):  
           screen.blit(grass,(x*100,y*100))  
   screen.blit(castle,(0,30))  
   screen.blit(castle,(0,135))  
   screen.blit(castle,(0,240))  
   screen.blit(castle,(0,345 ))  
   #screen.blit(player, (100,100))  
   #screen.blit(player, playerpos)  
   position = pygame.mouse.get_pos()  
   angle = math.atan2(position[1]-(playerpos[1]+32),position[0]-(playerpos[0]+26))  
   playerrot = pygame.transform.rotate(player, 360-angle*57.29)  
   playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2)  
   screen.blit(playerrot, playerpos1)  
   # 6.2 - Draw arrows  
   for bullet in arrows:  
       index=0  
       velx=math.cos(bullet[0])*10  
       vely=math.sin(bullet[0])*10  
       bullet[1]+=velx  
       bullet[2]+=vely  
       if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:  
           arrows.pop(index)  
       index+=1  
       for projectile in arrows:  
           arrow1 = pygame.transform.rotate(arrow, 360-projectile[0]*57.29)  
           screen.blit(arrow1, (projectile[1], projectile[2]))  
   # 6.3 - Draw badgers  
   if badtimer==0:  
       badguys.append([640, random.randint(50,430)])  
       badtimer=100-(badtimer1*2)  
       if badtimer1>=35:  
           badtimer1=35  
       else:  
           badtimer1+=5  
   index=0  
   for badguy in badguys:  
       # 6.3.1 - Attack castle  
         
       badrect=pygame.Rect(badguyimg.get_rect())  
       badrect.top=badguy[1]  
       badrect.left=badguy[0]  
       if badrect.left<64:  
           hit.play()  
           healthvalue -= random.randint(5,20)  
           badguys.pop(index)  
       #6.3.2 - Check for collisions  
         
        index1=0  
        for bullet in arrows:  
            bullrect=pygame.Rect(arrow.get_rect())  
            bullrect.left=bullet[1]  
            bullrect.top=bullet[2]  
            if badrect.colliderect(bullrect):  
                enemy.play()  
                acc[0]+=1  
                badguys.pop(index)  
                arrows.pop(index1)  
            index1+=1  
        # 6.3.3 - Next bad guy  
        if badguy[0]<-64:  
            badguys.pop(index)  
        badguy[0]-=7  
        index+=1  
    for badguy in badguys:  
        screen.blit(badguyimg, badguy)  
    # 6.4 - Draw clock  
  
    font = pygame.font.Font(None, 24)  
    survivedtext = font.render(str((90000-pygame.time.get_ticks())/60000)+":"+str((90000-pygame.time.get_ticks())/1000%60).zfill(2), True, (0,0,0))  
    textRect = survivedtext.get_rect()  
    textRect.topright=[635,5]  
    screen.blit(survivedtext, textRect)  
      
    # 6.5 - Draw health bar  
    screen.blit(healthbar, (5,5))  
    for health1 in range(healthvalue):  
        screen.blit(health, (health1+8,8))  
    # 7 - update the screen  
    pygame.display.flip()  
    # 8 - loop through the events  
    for event in pygame.event.get():  
        # check if the event is the X button   
        if event.type==pygame.QUIT:  
            # if it is quit the game  
            pygame.quit()   
            exit(0)  
        if event.type == pygame.KEYDOWN:  
            if event.key==K_w:  
                keys[0]=True  
            elif event.key==K_a:  
                keys[1]=True  
            elif event.key==K_s:  
                keys[2]=True  
            elif event.key==K_d:  
                keys[3]=True  
        if event.type == pygame.KEYUP:  
            if event.key==pygame.K_w:  
                keys[0]=False  
            elif event.key==pygame.K_a:  
                keys[1]=False  
            elif event.key==pygame.K_s:  
                keys[2]=False  
            elif event.key==pygame.K_d:  
                keys[3]=False  
        if event.type==pygame.MOUSEBUTTONDOWN:  
            shoot.play()  
            position=pygame.mouse.get_pos()  
            acc[1]+=1  
            arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32])  
    # 9 - Move player  
    if keys[0]:  
        playerpos[1]-=5  
    elif keys[2]:  
        playerpos[1]+=5  
    if keys[1]:  
        playerpos[0]-=5  
    elif keys[3]:  
        playerpos[0]+=5  
    #10 - Win/Lose check  
    if pygame.time.get_ticks()>=90000:  
        running=0  
        exitcode=1  
    if healthvalue<=0:  
        running=0  
        exitcode=0  
    if acc[1]!=0:  
        accuracy=acc[0]*1.0/acc[1]*100  
    else:  
        accuracy=0  
# 11 - Win/lose display          
if exitcode==0:  
    pygame.font.init()  
    font = pygame.font.Font(None, 24)  
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (255,0,0))  
    textRect = text.get_rect()  
    textRect.centerx = screen.get_rect().centerx  
    textRect.centery = screen.get_rect().centery+24  
    screen.blit(gameover, (0,0))  
    screen.blit(text, textRect)  
else:  
    pygame.font.init()  
    font = pygame.font.Font(None, 24)  
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (0,255,0))  
    textRect = text.get_rect()  
    textRect.centerx = screen.get_rect().centerx  
    textRect.centery = screen.get_rect().centery+24  
    screen.blit(youwin, (0,0))  
    screen.blit(text, textRect)  
while 1:  
    for event in pygame.event.get():  
        if event.type == pygame.QUIT:  
            pygame.quit()  
            exit(0)  
    pygame.display.flip() 

